Video Games

Awesome Video Round-Up

I don’t know about you, but I really love the way the internet has made so much knowledge that used to be exclusive, suddenly incredibly inclusive. Case in point: online videos. Back in the day, to get the benefits of certain talks and panels, you had to actually attend the conferences in which they occurred. You had to take time off work, travel, book a hotel, make sure the talk fit into your conference schedule, etc. Now, in a lot of cases, all you need to do is wait a few days for the talk to hit the web. Such is the case with this year’s Gamescom, with many of the panel discussions and presentations now starting to hit the web. I’ve put together a little video round-up below of some of the most interesting items I’ve found, along with a gem from the super cool GDC Vault (more on that below):

Sony Playstation Gamescom 2012 Panel: Games As Art

Sony Worldwide Studios president Shuhei Yoshida, Media Molecule co-founder Alex Evans (LittleBigPlanet), Giant Sparrow creative director Ian Dallas (The Unfinished Swan), thatgamecompany co-founder Kellee Santiago (Journey), Adam Volker from start-up Moonbot Studios (Diggs: Nightcrawler for Wonderbook) and Sony Japan Studio’s Gavin Moore (the upcoming Puppeteer) discuss what makes games art, and whether games can really be art. via

Beyond: Two Souls Walkthrough

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Beyond: Two Souls

Ever since the teaser announcement at this year’s E3, we’ve been chomping at the bit for more details on Quantic Dream‘s new “interactive drama” Beyond: Two Souls. GameTrailers delivers with this walkthrough of the sandbox environment of the game. FYI: it is a cam, so the audio isn’t the best quality.

Classic Game Postmortem: Pitfall

GDC Vault Pitfall (Click on image to play)
And finally, although not Gamescom specific, I also wanted to share this Classic Game Postmortem from the very cool GDC Vault, a repository of past GDC talks and seminars with free and subscription options. A fascinating look at videogaming’s history from a technical, as well as artistic perspective. via Gamasutra

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